WEBVTT

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Hello everybody and welcome back in this election we are going to talk about constraining the K the

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inversed kinematics because when you apply auto I k to any of your rigs you will find that it ignores

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the bone constraints you have currently put in.

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Now this can be a little bit infuriating but when you set something up it's absolutely fine to have

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those bone constraints in place.

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In fact if we have a quick look at the bone rates on any of the bones that are green that means they've

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got a bone constraint on them to grow to the bone itself.

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Sorry next tab along the bone constraints and select one of those.

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We actually have some values that we've gone ahead and set up and we can reuse those when we want to.

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And we've got minus 45 as a minimum and 120 is.

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In fact I'm going to make this a little wider so we can see everything and dismiss salthill shelford

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properties panel and clay.

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So how do we go ahead and constrain the movement of the AK.

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Because at the moment we can do all sorts of stuff that breaks the rules that we had before.

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The only thing we do have going is if we go to the bone itself we have put a transform lock and that

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does help in its movement somewhat and prevents.

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That's to say it moving in the wrong place.

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So we have got some control over there that does stick in place but we want it to be a bit more controlled

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in terms of the case.

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Now we do that under the bone tab or it's each bone individually and we scroll down and we need to be

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imposed modes he will need to make sure you are in Post mode and there is a tab called inverse kinematics.

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Now when we go to that we will see that it is greyed out and that can be a little bit annoying at first.

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We start getting there.

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But what we need to do in order to bring that back is we need to add a different type of constraint

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to the bone.

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So we'll focus on this top one here at the moment.

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So going to add a bone constraint and inverse kinematics.

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Now we're not going to touch any of the other points in here at the moment but what we can now do is

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go back to the bone and we can see the inverse kinematics is now basically not greyed out.

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We can start changing things so we can put a limit on the movement of X Y and Z if we want and we see

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we get a pretty pattern starting to appear.

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Now we don't know quite at the moment which ones were going to be limiting or locking down on preventing

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movement on and we can do trial and error if we want and we can see here that we do have this sort of

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envelope that's come around our our shade here our lampshade and it tells us how far we're going to

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be able to move it.

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Now in order to do this instead of just moving the head itself off the lamp we often go ahead here and

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just press after rotate then we can see it can pretty much move around freely.

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We don't want it to do that we don't want it to go backwards on itself.

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So let's go ahead here.

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This is a crazy amount of movement.

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It's got something to set it's zero and zero on X Y and Z.

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I'm just using habits of go through these fields.

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So the first thing is I saw there that Z seems to go around this way.

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So let's go ahead and do that let's go.

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I don't know 60 degrees one way so minus 60 to 60 and that gives us a blue arc on our screen.

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Okay so what was the other way if a fossil red there which would be x.

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Let's do this from minus 60 to 60 as well.

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Now I go ahead and move it about we can see that it no longer decides to be a bit crazy and it sticks

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within its bounds as well.

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We can see here I can move it along that way and bring it back.

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And when it reaches a certain point it will just stop moving around and move the rest of the model itself.

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And that's a good way of starting to control and constrain your movements.

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Now at this point we could because we're not using it just lock the y axis all together.

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If we were to lock the x and z axis it would just move as one solid part as we can see here.

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Now you can also increase the stiffness.

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And this is the amounts that it will move everything else so we work the stiffness up to a value of

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one which we can do.

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It would be the same as locking it completely.

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But we see here it still moves almost as if it was locked.

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However if we lower that down it will have a dampening effect so won't move quite so freely but it will

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drag everything else behind it as well which gives you a more natural movement when you do that because

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it's very unlikely that you will want to move just the lampshade in this case by itself without the

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rest of the body of the lamp moving along as well.

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Oh and I can see one final thing here.

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Have inadvertently not unchecked deform on a lampshade itself.

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Something to make sure that all of that is saved and in place.

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Excellent.

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And now it's time for a challenge all before we go off and do that challenged just one final thing here.

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I've often been playing with this and I get the lamp in a funny position and I just want to get it back

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to it.

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Being static again a very good way of doing that is to press the aiki twice in this case to select all

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of our bones and clear the rotations and movements by going Oulton are to clear rotations Oulton to

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clear movements if there are any and there we go we've got our lamp back to its starting position very

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quick way of when youre playing with things just getting it back to the beginning right.

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Its time for that challenge.

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Okay so a nice simple challenge here I'd like you to constrain the bone so apply inversed kinematic

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constraints to the rest of your bones.

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Remember we've got the reference from the original bone constraints we had put on there.

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Go ahead pause video and give that a go.

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OK everybody welcome back.

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Let's go ahead now and apply those I take constraints.

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Okay so now we're back over in blender.

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I'm going to have a look at the bone constrained by I had originally over in the bone and straight here.

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And bear in mind that we're going to have to put an AK constraint on that as well.

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So let's just have a look here.

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We have limits of X minus 45 to 120 set X.

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We're going to limit it to minus 45 all the way to 120 and we can see that in how far it can move forwards

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and back which is great.

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It's not going to be able to.

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Well it's not going to be able to flatten itself out anymore.

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So here and the next bone Let's go to the bone through mine and safety and 130.

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And minus 80 all the way to 130.

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Perfect.

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We're going to limit it there.

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I'm also going to lock the Y and Z because it's not going to move on those at all.

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So we've got those locked out.

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Now this last bone Here's a bit of an oddity.

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We certainly don't want him bending or moving around but the transform locks themselves pretty much

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sorted that one out.

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But the one thing I have noticed is if I try and move it I get this crazy stuff happening.

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Well first of all I need the base to follow with it so there's a bit of parenting to do here.

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We've got the lamp base all by itself so I'm going to shift after it's been selected shift select the

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lower bone here and parent it to the bone.

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And that does mean that now I can move this base bone and the base will move along with it.

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The other thing to bear in mind here is when we go ahead and move that headlamp does something really

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weird.

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It just jumps down here.

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Unfortunately one of those many quirks if we grab the top here and just move it about and start moving

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the bottom again.

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We see that it no longer does that weird motion.

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But the head does stay still because this is the very end of the case where we place this is going to

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stay until it has to be dragged back further.

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So that's something to bear in mind.

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We could place this if it was a hand for instance on an object and then move the rest of the body towards

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it if we wanted to.

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So there's lots of options there.

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And similarly when we drag this one out we reach an end point which we can't drag it any further.

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Okay.

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There we go.

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Brilliant.

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My constraints are all in.

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Hope you've sorted out yours as well.

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Looking forward to seeing how your lamps are coming on and I'll see well in the next lecture.
